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Topic: Ideas for Content to Add to the Game (Read 2157 times)

I'd still like to see some sort of pawn shop that sells random, craftable items that aren't clan-restricted. Make the number limited and change the items at every reboot. You'd have a way to discover new recipes that isn't free and preserves the secrecy. Since there is a large number of craftable items in the database, an item that is available in one week would be unlikely to show up again anytime soon.

Logged

A rusty brown kank explodes into little bits.

Someone says, out of character: "I had to fix something in this zone.. YOU WEREN'T HERE 2 minutes ago "

I still feel like "Content" was meant more in terms of lore, places to explore, and content to discover and interact with, as opposed to "bathroom code" and "logging in as a ghost".

Content that has yet to be explored, or content that can be repeated for a couple years until people get tired of it and it can be recycled into something else. I'll dungeon dive time after time if every so often it leads me to an "ancient" tagged breastplate that is no different from other breastplates.

How about a "death test" for soldiers and mercenaries. You go into a ruins with the goal being to live to emerge from the other side, after having to fight through various foes. What is the reward? Status, with some sort of marker (medal or whatever) that can be worn to indicate that *you* were tough enough to survive. Certain employers might even get into the habit of requiring survival of the death test before taking on new employees, or might start such new employees at a higher rank.

That is something you can KIND of already do in game. Its called "Surviving a year in the Byn and getting a Sergeant to ADMIT to it". Its a good idea, but doesn't really add "content" to the game.

Insurgents. Warriors from another area of the Unknown World. Pirates from across the Silt Sea. Earthquakes opening up areas near the Conclave, re-allowing access. A race of underground dwarves who have mutated to have hair crop up in the middle of the Red.

Something that just gives a new angle beyond "Guess the gith are attacking again".

Time for it to rain for thirty days and thirty nights, and to wash away the cities and return the world to naught but tribes, with fragments of Allanaki loyalists attempting to rebuild their city?

For the sake of discussion? Kinda, though this situation would give players far too much agency. What makes Arm work (regardless of how I disagree) is that there are set limitations. The docs may say you can "do anything" or "be whatever you want to be", but there are hard stops. There are sorcerer kings who are so far above you, their lackeys' lackeys' lackey MIGHT be bothered to deal with you. There are raiders, there are clans of thieves, there are people whose social and political power are so far above what any player might achieve that the world is generally going to be unchanged.

If we went back to a square one, every player would be Minecrafting their own settlements and while that WOULD be interesting for a time, it would become text-based Ark, and FAR too much building work for staff.

Goddamn. I feel like I'm not on the same wavelength with 90% of this community. I can't help but scratch my head at the amount of unnecessary stuff people ask for, too. It's -technically- content, like in the same way a cosmetic pack is -technically- content, but... not my idea of useful content. I feel like there are other types of content currently more needed.

I get that there's not going to be another HRPT this decade (if ever), and that this has been repeated for 5+ years, but load up some resources to fight over. Just let players fight over something universally sought by parties far and wide, and keep animations of red robes and shit to a minimum.

A magick maze that is -always- random whenever it pops up but is hard-coded to have two solutions--- one with a small treasure and one with a big. Baddies would be guarding the treasure so that Yolo the burglar dwarf would not be able to bypass all the spiders to get to one. I'm trying to elaborate on Delirium's idea.

Bring drovians or subguild drovians back, and they'd have a new spell that specifically tells you clues about the new treasure. This would be linked to code that already exists about the item, when valued with 'assess.' "Its made of stone/wood/metal, it weighs such and such." I don't know, I'm sure that's assess. But you'd be able to tell as a commoner if it were metal because the people would be up in arms over it. This would help keep drovians useful to the templarate, if their spying skills were removed.

The entrance could be opened one of six or seven ways, always the same seven ways. For example, maybe you need to be a master lockpicker and unlock five locks. Maybe the entrance is guarded by a mekillot who never leaves the room, an entrance which will not open until the mekillot is defeated. The rest of the ways in would not be usable by people other than master mages and Templars, to facilitate clan roleplay. You would hear a bell gong across the flats two RL days before the maze rises from the salt, so that people could prepare.

Naturally this makes the maze sound like a magick-powered one and it is. This would prevent every dick and jane from waiting at the entrance to get in because fuck Allanak.

As several others have asked for, resources for players to conflict over, such as:

* rare crafting/building materials* small settlements of people, without a Sand Lord / Highlord / giant business interests; let players conflict over the fate of these small settlements. Should they be protected? Exploited? Enslaved?* "dungeon crawls"

It would be cool if these things just appeared on a small, "one-shot plot" scale, and weren't large projects representing a huge investment of staff time. Less like "the Big Summer Plot will be a meteor that falls from the sky and it's a big deal and this is a months-long thing and clans negotiate over it and the sponsored roles involved will file many requests trying to talk to their superiors."

More like, "shifting sands reveal an old tunnel in the Shield Wall. Past some dangers within there's a small piece of metal. After a group clears the tunnel, the sands swallow it again."

And whatever happens to that bit of metal, happens. Characters will die. It will change hands, organically, without staff micromanagement necessary, until some sponsored role gets hold of it and either makes a special item out of it, or passes it up the chain to their VNPC superiors.

Which would be a fine result! The game will have churned a bit. And then another similar place can be discovered, with different challenges and rewards.

« Last Edit: May 19, 2018, 11:22:42 PM by Large Hero »

Logged

It is said that things coming in through the gate can never be your own treasures. What is gained from external circumstances will perish in the end.- the Mumonkan

As several others have asked for, resources for players to conflict over, such as:

* rare crafting/building materials* small settlements of people, without a Sand Lord / Highlord / giant business interests; let players conflict over the fate of these small settlements. Should they be protected? Exploited? Enslaved?* "dungeon crawls"

It would be cool if these things just appeared on a small, "one-shot plot" scale, and weren't large projects representing a huge investment of staff time. Less like "the Big Summer Plot will be a meteor that falls from the sky and it's a big deal and this is a months-long thing and clans negotiate over it and the sponsored roles involved will file many requests trying to talk to their superiors."

More like, "shifting sands reveal an old tunnel in the Shield Wall. Past some dangers within there's a small piece of metal. After a group clears the tunnel, the sands swallow it again."

And whatever happens to that bit of metal, happens. Characters will die. It will change hands, organically, without staff micromanagement necessary, until some sponsored role gets hold of it and either makes a special item out of it, or passes it up the chain to their VNPC superiors.

Which would be a fine result! The game will have churned a bit. And then another similar place can be discovered, with different challenges and rewards.

Logged

Will they tell your story in the end?Who lives, who dies, who tells your story?